World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

The timers are here for a reason, to replace spawn delay. This is not some kind of out of the blue mechanism that somehow made it into the game, but a result of years of discussions and complaints about SD and balance. I think two ao minimum will solve some of the problems. What always striked me most is, that you don't really have an advantage when capping with more people. Increasing the speed with more people should be changed first, if there are changes.

I just discovered that Hero builder is available at a reasonable monthly payment and it includes NCO. That's cool, but i don't care about all the other benefits, would be cool to have one or two more playable options in this sub.. How about putting the HC Officer into Hero? It's literally never being used in game and it's a really great idea actually, like the old fru with limitations.

This happens too often. Also the wait time between AOs. I think it's been dealt with with the introduction of the two AO minimum. I also agree any AO placing or switching related timers should be reduced or removed. There are enough timers already.

Numbers move the map, anything else is side noise. Axis dominated from the first minute, and it was obvious this would happen, because the last camp when they lost, they still had the top 5 killers. Now WHIPS + a bunch of random guys switched over, and i played as axis for a day out of frustration, i saw dozens of former allieds. So the whole argument of "just get better bro" is wrong, when there is a constant migration of players. I also think we don't need to increase SD, variable cap timers have replaced it, and do a great job. The problem is extreme imbalance situations, like they happen at the end of a campaign or in this case from day 1. The minimum should be a campaign side lock to avoid that + maybe some ftp bonus, restrictions whatever, only in extreme imbalance situations, because with constant even pop, the map wouldn't move.

People that have stayed, are just used to look over so much stuff in game out of routine or whatever, that will never net attract people. If it's single inf smg ab caps with 29 kills (caused a mass logout) aka no fighting chance even for vets in too many situations, side switching during campaign aka the work of weeks rendered useless when the momentum turns, or one side being so weak that it can only win with help from other side. That's just on the tip of my head.